Board Description

Lord of the (Gear) Rings

Basic Version

(Based on Doom's Middle-Earth map from WF)

It is the year 3019 of the 3rd age and forces are on the move everywhere. Sauron threatens to cover the lands with a darkness that hasn't been seen since the days of Melkor, many ages ago. And, if that wasn't peril enough, the corrupt wizard Curunir has arisen in might in Isengard and seeks to assert his own dominance by securing the 'One Ring.'

It is up to you to find the courage to build an army of men, elves, dwarves or hobbits and restore peace to Middle Earth...for oft help comes from the hands of the weak when the wise falter.

SPECIAL BORDERS and DICE MODIFIERS:

1) Special one-way attack locations:

Helm's Deep can attack to Erech-Lamedon.

Mithlond can attack Belegost and Minhiriath.

2) Attacking across a mountain results in a disadvantage to the attacker (d6 vs d7).

2) Umbar can attack and be attacked by Anfalas, Dol Amroth and Pelargir (as indicated by two-way maroon arrows). Umbar attacks seaward with advantage due to it's great port installations allowing for a large naval presence (d7 vs d6).

3) Possessing a stronghold allows viewing of ownership of other nearby strongholds and, in some instances, additional ranges (ie - Minas Tirith can view all territories within Gondor). This is very important in the light fog game.

4) Strongholds attack with artillery borders at radius 2 from them (not including other strongholds), not including oversea and mountainous territory.

Board Description

Lord of the (Gear) Rings

Unlimited Reserves

(Based on Doom's Middle-Earth map from WF)

It is the year 3019 of the 3rd age and forces are on the move everywhere. Sauron threatens to cover the lands with a darkness that hasn't been seen since the days of Melkor, many ages ago. And, if that wasn't peril enough, the corrupt wizard Curunir has arisen in might in Isengard and seeks to assert his own dominance by securing the 'One Ring.'

It is up to you to find the courage to build an army of men, elves, dwarves or hobbits and restore peace to Middle Earth...for oft help comes from the hands of the weak when the wise falter.

3) Possessing a stronghold allows viewing of ownership of other nearby strongholds and, in some instances, additional ranges (ie - Minas Tirith can view all territories within Gondor). This is very important in the light fog game.

3) Other locations (such as along Mordor's borders and Grey Havens) also enjoy defensive advantage.

MAX UNIT COUNTS:

Most strongholds have a max unit count of 15 units.

Isengard has a unit max of 25.

Mithlond (Grey Havens) has a max unit count of 25 units.

The secret tunnel (into S. Mordor) has a max unit count of 8.

Scenario specialties:

1) Unlimited reserve

2) Elimination bonus increased to 15

Gameplay Settings

Gameplay Type

Turn Based

Return to unit placement from attack

On

Return to attack after fortify

On

Number of attacks allowed

Unlimited

Number of fortifies allowed

4

Multiple attacks

On

Allow fortification

Connected

Allow abandonment of territories

Off

Abandoned territories revert to neutral

Immediately

Fog type

Medium

Allow override of fog setting

Yes

Game history

Show

Team Settings

Teamplay Enabled

No

Team Vision

On

Team Unit Placement

Off

Team Unit Transfer

Off

Team Factory Production

Off

Cards

Cards

On

Card Capture

On

Maximum number of cards allowed

5

Card values

5,5,5,5,5,5,5,5,5,5,5

Must capture non-empty territory to earn card

On

Card deck

A:15 B:15 C:15 W:3

Bonuses, Limits and Dice

Grant 1 unit per x territories owned

3

Minimum bonus units per turn

4

Elimination bonus

15

Capturing of reserves on elimination

On

Maximum reserve units

Unlimited

Maximum units per territory

Unlimited

Auto Assign Factories

Number of sides on Attacker's Dice

6

Number of sides on Defender's Dice

6

Initial Setup

Initial setup

Setup based

Lock seat colors

Off

Lock seat order

Off

Lock starting bonus to:

Color

Allow seat selection

None

Number of units per Territory

4

Territory selection

Automatic

Unit placement

Automatic

Neutral count

None

Neutral Factories

Use team names defined in Colors

Off

Allow players to choose seats / teams

None

Design Information

Territories

111

Continents

22

Advanced Features

View Only BordersArtillery BordersOne-way BordersBorder ModifiersFortify Only BordersAttack Only Borders

Board Settings

Gameplay

Turn Based

Available Players

45678

Card Sets Worth

10,10,10,10,10,10,10

Territory Selection

Automatic

Unit Placement

Automatic

Starting Setup

Scenario based

Capital Cities

Off

Teamplay

Disabled

Fog Setting

Heavy

Fog Override

Disabled

Open Games

0

Cards

Gandalf

Witch-King

Aragorn

Wild

Seat

Color

Team

Starting Cards

Starting Bonus

Win Condition

1

SkyBlue

Default

Default

2

Pink

Default

Default

3

Brown

Default

Default

4

Green

Default

Default

5

Gimli

Default

Default

6

Slander

Default

Default

7

Johasi

Default

Default

8

Kjeld

Default

Default

9

Navy

Default

Default

10

Andernut

Default

Default

11

Saruman

Default

Default

12

Thingol

Default

Default

13

Enygma

Default

Default

14

Weathertop

Default

Default

Board Description

Lord of the (Gear) Rings

Towers version

(Based on Doom's Middle-Earth map from WF)

It is the year 3019 of the 3rd age and forces are on the move everywhere. Sauron threatens to cover the lands with a darkness that hasn't been seen since the days of Melkor, many ages ago. And, if that wasn't peril enough, the corrupt wizard Curunir has arisen in might in Isengard and seeks to assert his own dominance by securing the 'One Ring.'

It is up to you to find the courage to build an army of men, elves, dwarves or hobbits and restore peace to Middle Earth...for oft help comes from the hands of the weak when the wise falter.

3) Possessing a stronghold allows viewing of ownership of other nearby strongholds and, in some instances, additional ranges (ie - Minas Tirith can view all territories within Gondor). This is very important in the light fog game.

1 unit and defends with d4 (attacker has d6) and can only be attacked by the

territory it resides in.

3) To increase the importance of the towers, the line-of-sight for strongholds is

restricted to adjacent territories for this scenario.

4) Card sets are worth 10

Gameplay Settings

Gameplay Type

Turn Based

Return to unit placement from attack

On

Return to attack after fortify

On

Number of attacks allowed

Unlimited

Number of fortifies allowed

4

Multiple attacks

On

Allow fortification

Connected

Allow abandonment of territories

Off

Abandoned territories revert to neutral

Immediately

Fog type

Heavy

Allow override of fog setting

No

Game history

Show

Team Settings

Teamplay Enabled

No

Team Vision

On

Team Unit Placement

Off

Team Unit Transfer

Off

Team Factory Production

Off

Cards

Cards

On

Card Capture

On

Maximum number of cards allowed

5

Card values

10,10,10,10,10,10,10,10,10,10,10

Must capture non-empty territory to earn card

On

Card deck

A:15 B:15 C:15 W:3

Bonuses, Limits and Dice

Grant 1 unit per x territories owned

3

Minimum bonus units per turn

4

Elimination bonus

10

Capturing of reserves on elimination

On

Maximum reserve units

15

Maximum units per territory

Unlimited

Auto Assign Factories

Number of sides on Attacker's Dice

6

Number of sides on Defender's Dice

6

Initial Setup

Initial setup

Setup based

Lock seat colors

Off

Lock seat order

Off

Lock starting bonus to:

Color

Allow seat selection

None

Number of units per Territory

4

Territory selection

Automatic

Unit placement

Automatic

Neutral count

None

Neutral Factories

Use team names defined in Colors

Off

Allow players to choose seats / teams

None

Design Information

Territories

101

Continents

72

Advanced Features

View Only BordersArtillery BordersOne-way BordersBorder ModifiersFortify Only BordersAttack Only BordersFactories

Board Settings

Gameplay

Turn Based

Available Players

45678

Card Sets Worth

10,10,10,10,10,10,10

Territory Selection

Automatic

Unit Placement

Automatic

Starting Setup

Scenario based

Capital Cities

Off

Teamplay

Disabled

Fog Setting

Medium

Fog Override

Enabled

Open Games

0

Cards

Gandalf at Minas Tirith

Witch King

The Argonnath

Wild

Seat

Color

Team

Starting Cards

Starting Bonus

Win Condition

1

SkyBlue

Default

Default

2

Pink

Default

Default

3

Brown

Default

Default

4

Mad Bomber

Default

Default

5

Gimli

Default

Default

6

Slander

Default

Default

7

Kjeld

Default

Default

8

Johasi

Default

Default

9

Andernut

Default

Default

10

Lime

Default

Default

11

Thingol

Default

Default

12

Enygma

Default

Default

13

Weathertop

Default

Default

Board Description

Lord of the (Gear) Rings

Stronghold Factories

(Based on Doom's Middle-Earth map from WF)

It is the year 3019 of the 3rd age and forces are on the move everywhere. Sauron threatens to cover the lands with a darkness that hasn't been seen since the days of Melkor, many ages ago. And, if that wasn't peril enough, the corrupt wizard Curunir has arisen in might in Isengard and seeks to assert his own dominance by securing the 'One Ring.'

It is up to you to find the courage to build an army of men, elves, dwarves or hobbits and restore peace to Middle Earth...for oft help comes from the hands of the weak when the wise falter.

3) Possessing a stronghold allows viewing of ownership of other nearby strongholds and, in some instances, additional ranges (ie - Minas Tirith can view all territories within Gondor). This is very important in the light fog game.

View Only BordersArtillery BordersOne-way BordersBorder ModifiersFortify Only BordersAttack Only BordersFactories

Board Settings

Gameplay

Turn Based

Available Players

45678

Card Sets Worth

5,5,5,5,5,5,5

Territory Selection

Automatic

Unit Placement

Automatic

Starting Setup

Scenario based

Capital Cities

Off

Teamplay

Disabled

Fog Setting

Medium

Fog Override

Enabled

Open Games

0

Cards

Gandalf at Minas Tirith

Witch King

Aragorn

Wild

Seat

Color

Team

Starting Cards

Starting Bonus

Win Condition

1

SkyBlue

Default

Default

2

Pink

Default

Default

3

Brown

Default

Default

4

Mad Bomber

Default

Default

5

Gimli

Default

Default

6

Slander

Default

Default

7

Kjeld

Default

Default

8

Johasi

Default

Default

9

Andernut

Default

Default

10

Lime

Default

Default

11

Thingol

Default

Default

12

Enygma

Default

Default

13

Weathertop

Default

Default

Board Description

Lord of the (Gear) Rings

(Based on Doom's Middle-Earth map from WF)

It is the year 3019 of the 3rd age and forces are on the move everywhere. Sauron threatens to cover the lands with a darkness that hasn't been seen since the days of Melkor, many ages ago. And, if that wasn't peril enough, the corrupt wizard Curunir has arisen in might in Isengard and seeks to assert his own dominance by securing the 'One Ring.'

It is up to you to find the courage to build an army of men, elves, dwarves or hobbits and restore peace to Middle Earth...for oft help comes from the hands of the weak when the wise falter.

3) Possessing a stronghold allows viewing of ownership of other nearby strongholds and, in some instances, additional ranges (ie - Minas Tirith can view all territories within Gondor). This is very important in the light fog game.

3) Other locations (such as along Mordor's borders and Grey Havens) also enjoy defensive advantage.

MAX UNIT COUNTS:

Most strongholds have a max unit count of 15 units.

Isengard has a unit max of 25.

Mithlond (Grey Havens) has a max unit count of 25 units.

The secret tunnel (into S. Mordor) has a max unit count of 8.

Gameplay Settings

Gameplay Type

Turn Based

Return to unit placement from attack

On

Return to attack after fortify

On

Number of attacks allowed

Unlimited

Number of fortifies allowed

4

Multiple attacks

On

Allow fortification

Connected

Allow abandonment of territories

Off

Abandoned territories revert to neutral

Immediately

Fog type

Medium

Allow override of fog setting

Yes

Game history

Show

Team Settings

Teamplay Enabled

No

Team Vision

On

Team Unit Placement

Off

Team Unit Transfer

Off

Team Factory Production

Off

Cards

Cards

On

Card Capture

On

Maximum number of cards allowed

5

Card values

5,5,5,5,5,5,5,5,5,5,5

Must capture non-empty territory to earn card

On

Card deck

A:15 B:15 C:15 W:3

Bonuses, Limits and Dice

Grant 1 unit per x territories owned

3

Minimum bonus units per turn

4

Elimination bonus

10

Capturing of reserves on elimination

On

Maximum reserve units

15

Maximum units per territory

Unlimited

Auto Assign Factories

Number of sides on Attacker's Dice

6

Number of sides on Defender's Dice

6

Initial Setup

Initial setup

Setup based

Lock seat colors

Off

Lock seat order

Off

Lock starting bonus to:

Color

Allow seat selection

None

Number of units per Territory

4

Territory selection

Automatic

Unit placement

Automatic

Neutral count

None

Neutral Factories

Use team names defined in Colors

Off

Allow players to choose seats / teams

None

Design Information

Territories

108

Continents

26

Advanced Features

View Only BordersArtillery BordersOne-way BordersBorder ModifiersFortify Only BordersAttack Only BordersFactories

Board Settings

Gameplay

Turn Based

Available Players

45678

Card Sets Worth

4,6,8,10,4,6,4

Territory Selection

Automatic

Unit Placement

Automatic

Starting Setup

Scenario based

Capital Cities

Off

Teamplay

Disabled

Fog Setting

Medium

Fog Override

Enabled

Open Games

0

Cards

Gandalf

Witch-King

Aragorn

Wild

Seat

Color

Team

Starting Cards

Starting Bonus

Win Condition

1

Gondor

Default

Default

2

Easterlings

Default

Default

3

Harad

Default

Default

4

Aragorn

Default

Default

5

Gandalf

Default

Default

6

Rohan

Default

Default

7

Khand

Default

Default

8

Lorien

Default

Default

9

Legolas

Default

Default

10

Gimli

Default

Default

11

Dol Amroth

Default

Default

12

Saruman

Default

Default

13

Enygma

Default

Default

Board Description

Lord of the (Gear) Rings

Basic Completeversion

(Based on Doom's Middle-Earth map from WF)

It is the year 3019 of the 3rd age and forces are on the move everywhere. Sauron threatens to cover the lands with a darkness that hasn't been seen since the days of Melkor, many ages ago. And, if that wasn't peril enough, the corrupt wizard Curunir has arisen in might in Isengard and seeks to assert his own dominance by securing the 'One Ring.'

It is up to you to find the courage to build an army of men, elves, dwarves or hobbits and restore peace to Middle Earth...for oft help comes from the hands of the weak when the wise falter.

3) Possessing a stronghold allows viewing of ownership of other nearby strongholds and, in some instances, additional ranges (ie - Minas Tirith can view all territories within Gondor). This is very important in the light fog game.

3) Other locations (such as along Mordor's borders and Grey Havens) also enjoy defensive advantage.

MAX UNIT COUNTS:

Most strongholds have a max unit count of 15 units.

Isengard has a unit max of 25.

Mithlond (Grey Havens) has a max unit count of 25 units.

The secret tunnel (from S. Mordor to Harad) has a max unit count of 8.

Scenario Specialties:

1) Adds the regionss of Khand and Forodwaith.

This changes gameplay in the East and SouthEast as Khand borders Mordor, Rhun and

Harad. In the North, Forodwaith borders Arnor as well as Rhovanion and Rhun.

2) Additionally, if a player controls Mordor, Harad, Umbar, Rhun and Khand, the player

receives the Eastern Shadow bonus of 5. A player who controls both Gondor and Rohan

will receive the Realms of Gondor bonus of 5.

Gameplay Settings

Gameplay Type

Turn Based

Return to unit placement from attack

On

Return to attack after fortify

On

Number of attacks allowed

Unlimited

Number of fortifies allowed

4

Multiple attacks

On

Allow fortification

Connected

Allow abandonment of territories

Off

Abandoned territories revert to neutral

Immediately

Fog type

Medium

Allow override of fog setting

Yes

Game history

Show

Team Settings

Teamplay Enabled

No

Team Vision

On

Team Unit Placement

Off

Team Unit Transfer

Off

Team Factory Production

Off

Cards

Cards

On

Card Capture

On

Maximum number of cards allowed

5

Card values

4,6,8,10,4,6,8,10,4,6,4

Must capture non-empty territory to earn card

On

Card deck

A:15 B:15 C:15 W:3

Bonuses, Limits and Dice

Grant 1 unit per x territories owned

3

Minimum bonus units per turn

4

Elimination bonus

10

Capturing of reserves on elimination

On

Maximum reserve units

15

Maximum units per territory

Unlimited

Auto Assign Factories

Number of sides on Attacker's Dice

6

Number of sides on Defender's Dice

6

Initial Setup

Initial setup

Setup based

Lock seat colors

Off

Lock seat order

Off

Lock starting bonus to:

Color

Allow seat selection

None

Number of units per Territory

4

Territory selection

Automatic

Unit placement

Automatic

Neutral count

None

Neutral Factories

Use team names defined in Colors

Off

Allow players to choose seats / teams

None

Design Information

Territories

111

Continents

23

Advanced Features

View Only BordersArtillery BordersOne-way BordersBorder ModifiersFortify Only BordersAttack Only BordersFactories

Board Settings

Gameplay

Available Players

6

Card Sets Worth

5,5,5,5,5,5,5

Territory Selection

Automatic

Unit Placement

Automatic

Starting Setup

Scenario based

Capital Cities

On

Teamplay

Enabled

Fog Setting

Medium

Fog Override

Enabled

Open Games

0

Cards

Minas Tirith

Sauron

Elves of the Last Alliance

Wild

Seat

Color

Team

Starting Cards

Starting Bonus

Win Condition

1

Elrond

The Last Alliance

9

Default

2

Witch-King

Forces of Sauron

10

Default

3

Isildur

The Last Alliance

14

Default

4

Sauron

Forces of Sauron

W

10

Default

5

Gil-Galad

The Last Alliance

5

Default

6

Adunaphel

Forces of Sauron

W

7

Default

Board Description

Lord of the (Gear) Rings

2nd Age Teams

(Based on Doom's Middle-Earth map from WF)

It is the year 3428 of the 2nd Age and forces of Sauron are on the move everywhere. Sauron threatens to cover the lands with a darkness that hasn't been seen since the days of Melkor, many ages ago and has forged in secret the great rings of power along with the One Ring in his effort to enslave all free peoples. The Last Alliance is agreed upon between the Elven lords Gil-Galad and Elrond and the Dune-Edain king Elendil (with his sons Isildur and Anarion).

This is the team version - Elrond, Isildur and Gil Galad vs Sauron and his ringwraith lieutenants, the Witch-King and Adunaphel.

2) Several strongholds defend with advantage: These include Helms Deep, Angmar, Rivendell, Dol Guldor, Moria, Minas Tirith, Barad-Dur, Lorien and Umbar. Strongholds are denoted with small castle images. Capitols also have special one-way viewing to areas within their sphere.

3) Other locations (such as along Mordor's borders and Grey Havens) also enjoy defensive advantage.

Most strongholds have a max unit count of 15 units (Umbar has 16, Easterling Camp has 12).

Isengard has a unit max of 25.

Mithlond (Grey Havens) has a max unit count of 25 units.

The secret tunnel (into S. Mordor) has a max unit count of 8.

Very Special Note - if your capital is captured, you are eliminated and the conqueror assimilates 10% of your units (unless you have acquired more than one capital, in which case you survive until you lose all your capitals).

CAPITALS (in gold):

Elrond --> Rivendell

Witch-King --> Dol Guldor

Isildur --> Minas Tirith

Sauron --> Barad-Dur/Mt. Doom

Gil-Galad --> Mithlond

Adunaphel --> Easterling Encampment

Gameplay Settings

Gameplay Type

SimulGear

Allow reinforcement moves before attack moves

3

Allow reinforced units to attack in the same round

Off

Allow order overloading

Off

Allow unit pumping

On

Maximum number of orders allowed per turn

Unlimited

Turn Order

Seat order

Allow fortification

Bordered

Allow abandonment of territories

On

Abandoned territories revert to neutral

Never

Fog type

Medium

Allow override of fog setting

Yes

Game history

Show

Team Settings

Teamplay Enabled

Teamplay Only

Team Vision

On

Team Unit Placement

Off

Team Unit Transfer

On

Team Factory Production

Off

Cards

Cards

On

Card Capture

On

Maximum number of cards allowed

5

Card values

5,5,5,5,5,5,5,5,5,5,5

Must capture non-empty territory to earn card

Off

Card deck

A:15 B:15 C:15 W:3

Bonuses, Limits and Dice

Grant 1 unit per x territories owned

2

Minimum bonus units per turn

4

Elimination bonus

3

Capturing of reserves on elimination

On

Maximum reserve units

Unlimited

Maximum units per territory

30

Auto Assign Factories

Chance of an attacker killing a defender

50

Chance of a defender killing an attacker

60

Fatigue: Chance of Attack success drops by

1% per 3 turns

Initial Setup

Initial setup

Setup based

Lock seat colors

On

Lock seat order

On

Lock starting bonus to:

Color

Allow seat selection

Seats

Capital cities

On

Capital city capture

On

Capital city unit assimilation %

10

Destroy unallocated Capitals

Off

Number of units per Player

0

Decrease unit count per player

0

Initial unit count minimum

0

Territory selection

Automatic

Unit placement

Automatic

Neutral count

None

Neutral Factories

Use team names defined in Colors

On

Allow players to choose seats / teams

Seats

Design Information

Territories

101

Continents

27

Advanced Features

View Only BordersArtillery BordersOne-way BordersBorder ModifiersFortify Only BordersAttack Only BordersFactories

Board Settings

Gameplay

Available Players

4

Card Sets Worth

5,5,5,5,5,5,5

Territory Selection

Automatic

Unit Placement

Automatic

Starting Setup

Scenario based

Capital Cities

On

Teamplay

Enabled

Fog Setting

Medium

Fog Override

Enabled

Open Games

0

Cards

Erebor & City of Dale

Minas Tirith

Grey Havens

Wild

Seat

Color

Team

Starting Cards

Starting Bonus

Win Condition

1

The Balrog

Bad dude

Default

Default

2

Dain

Good guys

Default

Default

3

Dunedain

Good guys

Default

Default

4

Elves

Good guys

Default

Default

Board Description

Lord of the (Gear) Rings

Shadow of theBalrog

(Based on Doom's Middle-Earth map from WF)

This is a special 3vs1 scenario - the Balrog of Moria has re-emerged. He was not killed in battle with Gandalf after all. Now, the dwarves of King Dain, men of Minas Tirith and remaining elves in the Grey Havens have banded together to try to stamp out this evil once and for all. Unfortunately, the Balrog has unearthed a special orc-breeding apparatus and is putting it to good use, breeding orcs at a phenomenal pace.

Differences from basic map:

1) Moria has a regular bonus of 5 (up from 1) and also has a factory bonus of 5.

2) Carahras has a factory bonus of 2.

3) Moria has a special one-way border to Caradhras.

4) Capitols are in play and if the player loses his capitol (gold symbol), he's eliminated:

Balrog - capitol is at Moria

Elves - capitol is at Mithlond

Dain - capitol is at Erebor

Dunedain(men) - capitol is at Minas Tirith

5) Extra bonuses for Balrog - +3 for any captured enemy capital

Gameplay Settings

Gameplay Type

SimulGear

Allow reinforcement moves before attack moves

Unlimited

Allow reinforced units to attack in the same round

Off

Allow order overloading

Off

Allow unit pumping

On

Maximum number of orders allowed per turn

Unlimited

Turn Order

Seat order

Allow fortification

Connected

Allow abandonment of territories

On

Abandoned territories revert to neutral

Never

Fog type

Medium

Allow override of fog setting

Yes

Game history

Show

Team Settings

Teamplay Enabled

Teamplay Only

Team Vision

On

Team Unit Placement

Off

Team Unit Transfer

On

Team Factory Production

Off

Cards

Cards

On

Card Capture

On

Maximum number of cards allowed

5

Card values

5,5,5,5,5,5,5,5,5,5,5

Must capture non-empty territory to earn card

Off

Card deck

A:15 B:15 C:15 W:3

Bonuses, Limits and Dice

Grant 1 unit per x territories owned

2

Minimum bonus units per turn

4

Elimination bonus

0

Capturing of reserves on elimination

On

Maximum reserve units

15

Maximum units per territory

Unlimited

Auto Assign Factories

Chance of an attacker killing a defender

60

Chance of a defender killing an attacker

70

Fatigue: Chance of Attack success drops by

0% per 1 turns

Initial Setup

Initial setup

Setup based

Lock seat colors

On

Lock seat order

On

Lock starting bonus to:

Color

Allow seat selection

None

Capital cities

On

Capital city capture

Off

Capital city unit assimilation %

0

Destroy unallocated Capitals

On

Number of units per Territory

4

Territory selection

Automatic

Unit placement

Automatic

Neutral count

None

Neutral Factories

Use team names defined in Colors

On

Allow players to choose seats / teams

None

Design Information

Territories

101

Continents

23

Advanced Features

View Only BordersArtillery BordersOne-way BordersBorder ModifiersFortify Only BordersAttack Only BordersFactories

Board Settings

Gameplay

Turn Based

Available Players

5678

Card Sets Worth

5,5,5,5,5,5,5

Territory Selection

Automatic

Unit Placement

Automatic

Starting Setup

Scenario based

Capital Cities

Off

Teamplay

Disabled

Fog Setting

Medium

Fog Override

Enabled

Open Games

0

Cards

Saruman

Orthanc

Uruk-Hai

Wild

Seat

Color

Team

Starting Cards

Starting Bonus

Win Condition

1

SkyBlue

Default

Default

2

Pink

Default

Default

3

Brown

Default

Default

4

Mad Bomber

Default

Default

5

Gimli

Default

Default

6

Slander

Default

Default

7

Johasi

Default

Default

8

Kjeld

Default

Default

9

Navy

Default

Default

10

Andernut

Default

Default

11

Isengard

Default

Default

12

Thingol

Default

Default

13

Enygma

Default

Default

14

Weathertop

Default

Default

Board Description

Lord of the (Gear) Rings

Tower of Orthanc edition

(Based on Doom's Middle-Earth map from WF)

It is the year 3019 of the 3rd age and forces are on the move everywhere. Sauron threatens to cover the lands with a darkness that hasn't been seen since the days of Melkor, many ages ago. And, if that wasn't peril enough, the corrupt wizard Curunir has arisen in might in Isengard and seeks to assert his own dominance by securing the 'One Ring.'

It is up to you to find the courage to build an army of men, elves, dwarves or hobbits and restore peace to Middle Earth...for oft help comes from the hands of the weak when the wise falter.

3) Possessing a stronghold allows viewing of ownership of other nearby strongholds and, in some instances, additional ranges (ie - Minas Tirith can view all territories within Gondor). This is very important in the light fog game.